World Bender by aplite

[raw]
made by aplite for LD 41 (COMPO)

Bend between the ​3D and 2D worlds to complete this unique set of puzzles! (5 levels)

WASD = Movement

Spacebar = Jump

Shift = Bend the Dimensions

R = Reload Level

Bug fixes: - Re-enabled a line meant to zero out the 2D velocity when no input is being received - Fixed the finish tile on level 5 to detect 2D collision

Ratings

Overall 401th 3.3⭐ 27🧑‍⚖️
Fun 415th 3.16⭐ 27🧑‍⚖️
Innovation 248th 3.558⭐ 28🧑‍⚖️
Theme 633th 2.78⭐ 27🧑‍⚖️
Graphics 605th 2.56⭐ 27🧑‍⚖️
Humor 566th 1.548⭐ 23🧑‍⚖️
Mood 634th 2.023⭐ 24🧑‍⚖️
Given 33🗳️ 14🗨️

Feedback

Apples_mmmmmmmm
23. Apr 2018 · 03:52 UTC
Cool idea, reminds me of an old psp game that used a similar mechanic as well as one of the Paper Mario games.
The controls feel pretty loose when moving around which just gets in the way of trying to solve the puzzles.
Dixonary
24. Apr 2018 · 15:40 UTC
Interesting take on the "playing with perspective" idea!

Sadly the controls really did hamper some of the gameplay. Especially when making a platforming game, the ability to reposition yourself by small amounts is essential. It can get frustrating when you can see the solution to a puzzle but can't complete it because of the controls.
willowblade
25. Apr 2018 · 00:09 UTC
Same remark as Dixonary, the controls sadly get in the way of this and would benefit from being more 'crisp' and less floaty, but I completed it! Would be cool if your character's representation switched to a sprite! It took a bit before I realised the solution to the last level, but it was really satisfying once it clicked! Probably one of the more unique/involving games this jam!
polegar
25. Apr 2018 · 08:37 UTC
This game just need little ajustment for the controls which are a bit "sliperry" but for the rest it's really great ! Good level design and use of the theme !
🎤 aplite
26. Apr 2018 · 00:58 UTC
@Apples-mmmmmmmm @Dixonary @willowblade @polegar
Thank you all for the feedback! The controller was not working as intended in 2D. Turns out the command to zero out the velocity was commented out. OOPS!

I uncommented it if you would like to give it another try.
Yirggzmb
26. Apr 2018 · 02:37 UTC
Love the idea of the puzzles and swapping dimensions. Definitely agree with the others about the controls though, even after the update you made. You don't start moving right away, and even with the change you stop moving too slowly to feel intuitive. But the idea is really clever and has a lot of potential.
Nick Rafalski
26. Apr 2018 · 14:50 UTC
This was very unique! Definitely made you think, and the level progression was just right, great job on that!

While I'll agree with others that the controls were pretty floaty, it did seem like you added some logic/colliders to prevent the character from slipping off the platforms too easily. That was an appreciated touch.

Great job!
TheMonsterFromTheDeep
26. Apr 2018 · 16:00 UTC
A nice little puzzle game. I agree with respect to the controls -- they simply aren't as precise as one would expect from a platformer.

But the foundation is solid, and could easily be turned into a full-fledged puzzle game.
🎤 aplite
27. Apr 2018 · 02:28 UTC
@Nick-Rafalski Thanks! I have been researching a lot on game/level design, and was careful of how I progressed the difficulty. Very happy that you noticed.

@TheMonsterFromTheDeep Thanks for the feedback. Definitely need to work on a better player controller. I can understand the frustration of falling off due to the slippery controls when you reach the higher platforms.
chainedlupine
27. Apr 2018 · 04:33 UTC
I'm gonna have to agree, tank controls for the player just felt weird.
hypp
28. Apr 2018 · 11:52 UTC
I really liked this, just my kind of game. Plattformer combined with puzzles. And the 2d 3d element added an extra dimension. One of my favourites so far!
SvartTand
28. Apr 2018 · 12:35 UTC
Really cool game idea although, some audio would have been great. Some more advanced levels could have worked well but I suppose it takes a lot of time. So overall really awesome game.
Eudes Franco
28. Apr 2018 · 13:24 UTC
that is a real good game, would be very nice to see a full game with this concept. Ilike puzzles and I really liked your game.
Teo SK
28. Apr 2018 · 13:46 UTC
nice, unique idea! I like it, fun game.
sh1rogane
28. Apr 2018 · 13:51 UTC
A good little perspective puzzle game. The controls could be tighter as they felt a bit clunky. Could easily be expanded to a bigger game with more levels.
Bentekiller
28. Apr 2018 · 14:02 UTC
Good little puzzle game, Though wished there was at least some background music, and some good sturdy ground to stand on! Would be really cool with more lvl's, as you did get the puzzle concept right!
mrnyarlathotep
28. Apr 2018 · 15:21 UTC
Very enjoyable little game - reminded me a lot of Crush on the PSP.
Its always nice to get a game thats fully completable out of a compo entry game too!

If I'm going to nit-pick, it's a bit of a stretch to fit this into the "2 incompatible genres" theme...
tigerj
28. Apr 2018 · 16:04 UTC
Really loved the mechanics here. Thanks for coming to the stream!
Feedback and gameplay: https://www.twitch.tv/videos/255427387?t=02h22m41s
nilstastic
28. Apr 2018 · 17:58 UTC
Very good level design, only thing that's lacking is the controls that felt a bit out there. Really enjoyed this one!
HagamosVideojuegos
30. Apr 2018 · 10:01 UTC
Good work! This with more levels and more assets in the levels (switches, buttons, doors and mobile platforms by example) can be a really good game, congrats! ;)
amras0000
30. Apr 2018 · 22:04 UTC
A couple notes about the controls:
-Since you're using a lot of rectangular platforms, a grid-based movement system probably wouldn't hurt here (in the style of a step platformer)
- Given a system like this, it's imperative that when I press a button the character starts moving, and when I let go of the button the character stops moving. On the exact frame of the input, I should see the character react. For some reason you have almost a second delay on any inputs which makes the game really frustrating to play
- Regarding jumping, what you seem to be doing is checking if the spacebar is down, then increasing player velocity if the character is standing on something. This allows me to jump up towards a platform, keep spacebar held down, and get launched up very high, potentially breaking the level. You should only ever check for jumping on the frame I press spacebar, not on every frame it's held down.
- I think you used Unity's physics engine for this, though I can't be certain. There is basically no good excuse for using physics on a player character. No excuse at all in a platformer. I don't understand why Unity encourages it; half the platformers people put here from that engine have these exact issues.